Imperiums in the Sea of TIme
Imagine if you will, a infinite variations of Earth as we know it. In one Earth, the Nazis won the Second World War, ushering in an age of bloodshed and suffering never before seen in history. In another, Imperial China never declined as a power; this is a world where the Son of Heaven rules an empire stretching across Asia. In yet another, the Library of Alexandria was never destroyed, and man traversed the heavens centuries before Apollo 11.
However, the world that this tale shall take place in was one where man (or any other sentient creature) never evolved. In this world, woolly mammoths and sabre-toothed tigers still wander the tundras of Lapland and Siberia. Where great cities such as Shanghai and London are in real life, only meadow, forest and swamp is in the Virgin Earth.
However, this pre-human paradise has come to an end. In a bizarre phenomenon which historians centuries afterwards would simply call "The Event", nations across the multiverse, from the past, present or future, saw a great flash of light in the sky. When the flash dimmed to the point that one can see again, the inhabitants of those nations found themselves in this Virgin Earth where man had never tread.
You are the leader of one of those nations. What path will you choose? Will you lead your nation into a new age of peace and prosperity, or will your hands be soaked in the blood of millions, of the tears of countless slaves?
The Rules
Note: all rules are subject to change, so please keep an eye out for them. Thanks. Yes, these rules are pretty much borrowed by IOTVI. No point in reinventing the wheel.
House Rules
1. Do not flame, troll, or personally insult any other player OOC or IC. At all. You may comment on certain things negatively, but don't take it further than that.
2. Stay on topic. Make sure all comments are relevant to the fictional world of the current IOT and have nothing to do with your personal religious/political beliefs.
3. Your posts should actually consist of something relevant to your nation and not just one-liner comments. Do not spam.
4. Long diplomatic discussions belong to the realms of Social Groups or visitor and private messaging, not the Game Thread.
5. No powergaming. By definition, powergaming is making your country surpass every other country by all terms including armed forces, technology, etc.
6. The GM is supreme. He reserves the right to change game rules, ignore or modify orders, impose restrictions on players, disband player nations, and so on.
7. Above all else, RESPECT THY FELLOW FORUMERS.
I'll usually warn players first if they break the rules. If they break the rules repeatedly, then I'll apply this:
1st Strike: Player is suspended from the game for one turn.
2nd Strike: Player is suspended from the game for three turns.
3rd Strike: Player nation dissolved, and the player banned from ever rejoining.
I reserve the right to ignore this policy for players who really piss me off, and kick them out of the game instantly.
Inactive players (AWOL for more than 3 turns) risk facing the Wrath of the GM (WoG) ie having their nation disbanded. These players can rejoin the game, but their old territories won't be restored to them; they'll start off with 10 claims like every new player.
Joining the Game
To join the game, first choose a nation name and colour to represent your realms. Perhaps tell us a bit about your nation; your government, policies, history, and so on. Claim any ten provinces on the map, with the condition that they either have to be contiguous or on the coast.
Updates
This IOT is a turn-based game. Each turn ends and a new turn begins with an Update. Updates occur 24 hours after half the players have sent in their orders. Any player who have not sent in their orders by this point will be PMed.
Roleplaying
Roleplaying is the essence of IOT. It’s how your nation develops. It’s how alliances are formed and broken. Roleplaying is very encouraged. Feel free to inhabit your nation with whoever or whatever you want. Steampunk? Okay Daleks? Sure. Ponies? Sure. Magic? Fine. Steampunk Dalek Ponies that use magic? Why not? Just don't make your naton too OP.
Settling
You can spend IC into settling other territories. 1 IC can be spent settling 1 region. You may settle any territory that is connected to you or that is on the coast. You CANNOT expand this way in wartime.
Industrial Capacity
Industrial Capacity (IC) is the backbone of your economy. With it, you can settle territories or build units with them. Each territory produces 1 IC.
Warfare
Armies cost 5 IC to build, while Navies cost 10 IC to build. Navies are used to blockade enemy countries (which loses -25% of their income) or to seize control of straits (see below).
Armies only attack countries that are are connected to your territory or are on the coast. You'll need to have at 1 navy per army if you are to attack the latter.
Armies compete against each other by adding them up and rolling a number on the RNG. For example if there is a conflict between 10 and 20 armies, I will roll a number between 1 and 20, with >10 being a victory for the first faction. A casualty roll will then be done, determining how many armies are lost for each side. Any army not used to attack defends, and naval combat works the same way.
Trade
Provided that either of them are not blockaded, any nation can send IC, Armies or Navies to another country.
WMDs
Since the countries are from a wide variety of timelines, WMD is a catch-all term for any weapon of mass destruction, whether it be nukes, orbital bombardment, clockwork viruses, etc. To start a WMD program, invest any number of IC into your program and there is an n% chance (n being how much IC is invested into the program) of it being successful in the next turn.
WMDs, once completed, cost 20 IC to build and can be targeted at any territory. WMDs revert the territory it is targeted at to neutral, although there is a 10% chance that the target will turn into impassable and unclaimable wasteland. If 50% of the territories of the world are wasteland, the game ends and everyone loses.
The Use of Straits
Players controlling the following provinces can block other players from accessing the respective straits: Gibraltar or N. Morocco (Strait of Gibraltar), Suez or Sinai (Suez Canal), Istanbul (Bosporus), Copenhagen or Malmo (Kattegat), Sinai (Tiran), Djibouti or Aden (Bab-el-Mandeb), Bandar-Abbas or Dubai (Hormuz).
Control of these straits can potentially close off the following seas: the Mediterranean, the Black Sea, the Red Sea, the Persian Gulf, and the Gulf of Aqaba. It can be very useful to block players to stop them claiming or attacking certain regions. A player blocked in the Mediterranean cannot sail out, for instance, and can't claim or attack territories outside of the Med that is not adjacent to their own territories.
Victory:
Victory is achieved in the following ways:
Military: Have 1000 armies and at least 50% more than your closest rival.
Domination: You and your allies control every province.